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Discussion: Battlefield 2 / Battlefield 2 - Map & Mod Development - Modeling for Tac Mod - I would like to ask a question. I think it's come up before. One thing
  1. #1

    matt_g_geier's Avatar

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    Modeling for Tac Mod

    I would like to ask a question. I think it's come up before. One thing I would like to see in Tac Mod is some "TG" models. "TG" on bilboards and such. (add some TG graffiti to some places in Karkland and other maps) things like that.

    I would like to see some new types of vehicals (Keeping in line with the current ones) - Changing the look and what 'you see', nothing else. (there are several that could go through a redesign)

    Also, weapons - we could change the look of some of the weapons.

    What's everyones opinion?

    Do we have moddelers?

    De we need vollunteers?

    Does TG have the knowledge to change "models" in the code, meaning - collision maps, images, meshes, etc ..

    ?????

    As far as making this happen, it's not an overnight project ... but little things... somtimes dont take long. A texture pack is simple enough to make for a download to bring the clients up to par with the server ..

    I don't know the ins and outs of the code and how to make it work, but I can model 3D fairly well and do texture design...
    [TG-Irr]Vulcher
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  3. #2

    TychoCelchuuu's Avatar

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    Re: Modeling for Tac Mod

    I can model, UV unwrap, and skin, but I have no experience with the Battlefield 2 engine. I was under the impression that Tac Mod was more about changing game mechanics then adding a bunch of new stuff, but I'd certainly be willing to help if Duke and asch say they want help.
    |TG-Irr|TychoCelchuuu

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    Re: Modeling for Tac Mod

    When i saw the subject 'Modeling for Tac Mod', I went out and put on my best fatigues, polished my boots and buffed my SRAW to a glossy shine. I am ready for the photo shoot! In addition, I will also do minor nudity as long as it's tasteful

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  7. #4


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    Re: Modeling for Tac Mod

    ROFLMAO

    You must spread some Reputation around before giving it to Ransack again.
    |TG-1st|Grunt

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  9. #5

    matt_g_geier's Avatar

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    Re: Modeling for Tac Mod

    You're all correct in the fact that the theory of Tac Mod is to "adjust" i guess, the game mechanics. Just to be clear i'm not talking about adding "new" - I'm talking about changing some simple things to what's already there.

    A good example would be taking something like an APC - and remodeling it to look like this perhaps. You get the idea. (Modeling is a little bit more complicated) Requiring collision maps / properties, mesh maps, texture maps, etc ...

    I'm simply suggesting some "TG" custom simplistic changes. Nothing to change the way something performs, nothing to add "new" in which something could be abused, no. I'm proposing to keep things the same, just customizing what's already used or seen. (exp... Graphics on a wall... or camoflaug tanks.... ) these are just some texture map opportunities. All it would require, is replacing what's already in the engine with the new images really....

    As far as being familiar with the engine, that's something I'm not. Seems to me, we may want to find someone who is.

    I have done some research on it, and downloaded it, and I could probably learn it too. Since were not talk about making changes to anything, and I've obviously had no approvals from anyone on the Tac Mod team, I don't want to see a lot of wasted work.

    I could suggest that we start a "Team" and present some changes to the folks working on Tac Mod and see what they say.

    I don't want to get anyone off into a tangent and I don't want anyone wasting their fingers typing. Why don't I get some people to vollunteer for the following, and then we can have in private conversations as to what kind of things we might want to change, and what it's going to take to make some things happen.


    Well ????
    [TG-Irr]Vulcher
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  11. #6

    Kilrogg's Avatar

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    Re: Modeling for Tac Mod

    I believe Asch/Duke said they were looking to make TacMod a full-fledged mod not just a gameplay mod. I'm all for it and I plan to start making TacMod maps after June 4th (Map contest deadline) because I think most of the official maps don't suit TacMod at all.

    As far as reskinning existing models/buildings, that's actually very easy from what I hear on the BFEditor forums.

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  13. #7

    TychoCelchuuu's Avatar

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    Re: Modeling for Tac Mod

    Reskinning is a cakewalk, but that's not really going to get you anywhere. I mean, they already look pretty good as it is.
    |TG-Irr|TychoCelchuuu

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    matt_g_geier's Avatar

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    Re: Modeling for Tac Mod

    Quote Originally Posted by Kilrogg
    I believe Asch/Duke said they were looking to make TacMod a full-fledged mod not just a gameplay mod. I'm all for it and I plan to start making TacMod maps after June 4th (Map contest deadline) because I think most of the official maps don't suit TacMod at all.

    As far as reskinning existing models/buildings, that's actually very easy from what I hear on the BFEditor forums.

    That's good news.

    I've also ready the BFEditor forums and it doesn't seem hard. It's more about naming conventions then anything. In lamens you could create dragons and textures and they would play in BF2 if you named their files and objects appropriately.....

    Building are simple, they are just the collision map, and the building itself - then textured with texture maps of course.

    You have to use the editor for the maps right? Or no? What was your learning curve?

    Quote Originally Posted by TychoCelchuuu
    Reskinning is a cakewalk, but that's not really going to get you anywhere. I mean, they already look pretty good as it is.
    Agreed, that's why I suggested creating some new models (using the existing ones) and then reskinning them - or not... ... you know what I mean though.
    [TG-Irr]Vulcher
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  17. #9

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    Re: Modeling for Tac Mod

    I always wanted to see a "Mission Accomplished" banner on the Carrier. Any chance of that happening?? LOL.

    I can help with modeling, but my CAD knowledge is more towards architecture modeling.
    Slow is Smooth. Smooth is Fast!

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  19. #10

    matt_g_geier's Avatar

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    Re: Modeling for Tac Mod

    Its a possibility...


    Personally, I could go for some MIA flags ....
    [TG-Irr]Vulcher
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  21. #11

    asch's Avatar

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    Re: Modeling for Tac Mod

    The Tac Mod can definitely use new content. We probably don't need the space shuttle, but new buildings, vehicles, etc. would be nice. And I've always wanted to have the Dicecream (or whatever) sign reskinned to say Tactical Gamer.

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  23. #12

    UnDeaD's Avatar

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    Re: Modeling for Tac Mod

    yea I think i'd be pretty awesome to have maps with tacticalgamer logo in them. or a nice image of in game screenshot of some tg'ers for a billboard image for some kind of propganda message.


    "Uncle Sam" says "Tactical Gamer, its the way games are meant to be played."
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  25. #13

    asch's Avatar

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    Re: Modeling for Tac Mod

    One thing that Duke and I talked about was having existing buildings copied and then modified to be destroyed, damaged, whatever.... so that we can create "Day 2" maps.

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  27. #14

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    Re: Modeling for Tac Mod

    That's probably more work than just creating new buildings from scratch.

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    TychoCelchuuu's Avatar

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    Re: Modeling for Tac Mod

    Actually, no, it's much easier than creating new buildings from scratch, because instead of making new builds you just screw around with existing ones, and instead of making new textures you just use existing ones, and you know they'll fit the map because they're about the same width and length.
    |TG-Irr|TychoCelchuuu

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